metalhead897
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core_pfieldgroups_3
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Music, OFP, shooting
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Tried that too. This thing defies all logic to me because no matter what you do, it bites you in the ass and laughs at you.
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Sorry, tried that already and had no effect.
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Can't find any info on this topic anywhere...I think I spent about 5-6 hours looking through code and looking through forums/tutorials to find any info on this I'm trying to modify a projectile to move faster, yet, no matter what I plug into this coding, IT DOES NOT CHANGE. It moves at a fixed speed (a very slow speed, looks like 5 meters per second, slow enough to actually deploy an RPG, fire, and move away before said incoming projectile hits you) and never changes. Do models affect projectile speed? I don't know much about O2 but I've managed so far to use it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class default {}; class LAW: Default {}; class CarlGustav : LAW {}; class AA : CarlGustav {}; class laserCanonmag : AA { hit=200;indirectHit=30;indirectHitRange=1; minRange=1; minRangeProbab=0.5; midRange=100; midRangeProbab=1.0; maxRange=800; maxRangeProbab=1.0; maxSpeed=350; simulationStep=0.01; sideAirFriction=0.01; simulation="shotRocket"; model="\HunterKiller\Plasma5.p3d"; proxyShape="\HunterKiller\Plasma5"; cost=2000; irLock=0; lightColor[] = {1, 0.25, 0, 0}; laserLock=0; maneuvrability=0.0; explosive=1; maxControlRange=0; initTime=1000; thrustTime=3; thrust=1000; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class laserCanon: AT3Launcher { scopeWeapon = public; scopeMagazine = public; ammo="laserCanonmag"; displayName="HPPlasmaGun"; displayNameMagazine="Laser Magazine"; shortNameMagazine="LaserCanonMag"; count=5000; reloadTime=0.10; aiRateOfFire=0.4; aiRateOfFireDistance=500; maxleadspeed=1000; sound[]={"\HunterKiller\gunner.wav",db40,1}; magazine=4; magazineReloadTime=0.3; autoFire = true; initSpeed=0; }; }; You know, I would have though Thrust, Max Speed, and InitTime would do it. But they don't. Inittime has to be set to a high number or else a smoke trail will form behind the projectile which in this case, I don't want.
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Damnit... Thats what I gathered from looking at the original config file for OFP. Alright, how about modeling? I'm not an expert on it but I recently downloaded Oxygen and I'm getting familiar with it. Can I change where the dust is formed? To give you an idea what I'm trying to do, I'm trying to edit Xavier PETIT's Hunter Killer (Good job to him) for my own personal use (NOT FOR RELEASE) For some reason, a dust cloud forms at the torso of the damn thing, probably due to modeling. Another unrelated issue with this same addon, its projectiles (A rocket-classed plasma projectile) move VERY VERY SLOW, even when i take the variables from say, a hellfire missle, and plug them into its own CPP coding. If anyone can shed light on that it would help too.
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Is it possible by way of CPP scripting to remove the dust a vehicle makes when driving? I'm making an addon and the dust cloud formed makes a very annoying cloud INSIDE my vehicle.
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This doesn't appear to be a common problem since theres no info on it. When i start the demo, my computer restarts. I am guessing it has something to do with service pack one. AMD Athlon 64 3000+ Radeon 8500 128 MB 1 GB RAM Service pack one
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Will my specs be enough to play ArmA?
metalhead897 replied to metalhead897's topic in ARMA - GENERAL
I probably would have tried out the demo, but for some reason, it wont start up and the screen stays black. I had the same problem with Ghost Recon 3, and that was because I didn't meet a requirement of some kind. -
Will my specs be enough to play ArmA?
metalhead897 replied to metalhead897's topic in ARMA - GENERAL
That cheap? really? damn.... You see, most of my time is spent as a musician or working, i can't keep up with this anymore. I'm thinking about selling my rig on ebay for somewhere around $700 (or even more since i have nice sound/speakers) Yeah but its not like they have the patience to play something like Armed Assault. Its the same thing with the ipod craze and so forth. They always have to buy the new s*** -
Mainboard : ASUS K8V Deluxe RAM : 1 GB Processor : AMD Athlon 64 3000+ (2 GHZ) GPU : RADEON 8500 I know this is a stupid question but, i'm really not up to speed on hardware anymore. All of my hardware is pretty much outdated (anywhere from 2 to 6 years). So what should i upgrade? The minimum requirements tell me i need a faster CPU and better GPU. I can't possibly afford that. I don't want to spend $800 to play a $50 game. I guess what I am asking is will I be able to play Armed Assault with more than 15 FPS?
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Excuse me if this is a dumb question, theres no info on it in the readme's. No matter what i try, I can't seem to get SLX and FFUR to work. Do i modify the target line on the FFUR2007.exe to say FFUR2007.exe" -mod=@SLX or do i make a shortcut to FLASHPOINTRESISTANCE.EXE with -mod=@SLX;@FFUR2007 Ive tried all kinds of combinations.
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I noticed something that is a little annoying. I run the game with a view distance of about 900, and visual quality of 8.14 (or whatever) because i have only an old Radeon 8500 with my AMD Athlon 3000+. If i set it to full 11, i get 20 or less FPS, so thats what im using. BUT, Because setting the visual quality lower makes objects look choppy at a distance, the ACU Troops appear to be regular BIS soldiers from a distance. Setting the visual quality to 11 rids this problem, but performance drops. That, and im a little tired with troops firing a single shot and killing me from 150 to 300 meters. I might just fix that myself in the .cpp file, No worries. But I don't know much of anything about modelling and graphics, I do coding. I've never really come across a game with really good firearm SFX, but its close enough.
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The only real way to change this is to go into the config.cpp file of the mod, and make all the weapons a little more inaccurate by modifying the dispersion values. It takes some time to do that as you have to test them all once you put them in to make sure their not F****D. And, alot of people already addressed this, so be patient. BTW, Vanilla OFP is pretty much the same way, since all the weapons have perfect accuracy.
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Breaking a Loop when another Script activates
metalhead897 replied to metalhead897's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for that, all works fine now. -
Breaking a Loop when another Script activates
metalhead897 posted a topic in OFP : MISSION EDITING & SCRIPTING
I Searched OFPEC and here and can't find a damn thing about this (I really don't have time to look hard enough). Basically, i have a simple script that repeats an animation loop so that they don't get up and change animations. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop1 guy1 switchmove "sitting1"; guy2 switchmove "crouchrest"; guy3 switchmove "effectstandsitdown"; guy4 switchmove "standrest"; ~5 //Repeats this part again 3 times However I'm not great with C++ im still learning it. So I don't know the syntax to break this loop, when another script becomes active. I want this script to exit when another is active, so that they change animation and move about ( i have all the waypoints and such set up) and get in position when they are attacked. Assume the other script is called "scramble.sqs", and #FormUp is the function inside that script. I tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(FormUp = TRUE): goto "exit" exit and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#FormUp goto Loop1exit .... -
Great mod, been looking forward to it. The "White things" are missing textures for bushes, and they only show up after installing the extra pack. So thats where I would start looking under. It may only affect certain computers (HTWL?) Also, i had to manually edit out the bullet crack sound because its very annoying to hear a clicking sound every time somebody fires. AK's do seem quiet too. Either way, good job.